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Template talk:Weapon synth board (Kubara)

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Complexity

Okay boy you might consider not doing it the same way for Kubara as you did for other weapons. Right now you have 11 parameters to your template. You can do it with a much simpler template using 12 parameters (see below). It's OK like this but I fear you'll get more exceptions because Kubara doesn't have a lot of logic put into it. If it can work, fine by me, but if you have to add another parameter or keep finding exceptions you'll want to make a template that uses the following parameters: Rarity, Photon, Ore, Ore qty., Gemstone, Gem. qty., Wood, Wood qty., Biomaterial, Bio. qty., Uses, Board. Essen 10:16, 17 April 2008 (CDT)

  • Excellent point. It seems that Kubara copies all follow a single pattern (based on weapon type and rarity), so if it comes to it, those can be kept in a single template that will allow for maximum auto-population of data cells. Like you said, it's the exceptions presented by the special weapons that's causing all of the problems. (And the Crea Wand+ really threw a wrench into the works by not following the copy or special patterns.) Worst case scenario, if we go with this template for all Kubara and then six months later SonicTeam decides that they want to give us a completely random ingredient pattern, a few adjustments can be made to the template that will allow a user to input unique values for ingredients of non-knockoff weapons. That way we could keep a single template, and then go back to articles using it that would be affected by the changes, add a few necessary parameters and values to make the corrections and be good to go. I think. XD - EspioKaos 10:47, 17 April 2008 (CDT)

Different Kubara copies synth rates.

Been checking different kubara copies synth rates and mats required, for 6* and 8* copies...
Striking 6* copies have 56-74% synth rate, need 5 photons, 7 ores, 7 metals and 7 kubara wood.
Ranged 6* copies have 59-77% synth rate, need 5 photons, 6 ores, 7 metals, 7 kubara wood.
One exception to the ranged 6* copies is Rogadukuc, RCMS. Has the same synth rate as ranged copies, but need 3 ores instead of 6.
TECHNIC 6* copies have 75% synth rate on a 0 TECH PM, but can't check on an 100 TECH PM until MAG is over. Those need 5 photons, 3 ores, 7 metal and 7 kubara wood.

There's also Deljabaner, that special Kubara weapon, unlike other 6* weapons, it uses Vestaline instead of Upteline. It needs 10 photons, 6 Vestaline, 7 Metals and 1 Deljaban Blade, it has 59% on a 0 strike PM, can't check that on an 100 PM though...
Deljagnus has 56-74% synth rate and needs 5 photons, 7 Upteline, 7 Metals and 2 Blades (this one uses Upteline).

Striking 8* kubara copies from PSU version have 43-62% synth rate and need 10 photons, 6 ores, 6 metals and 6 kubara wood, while 8* kubara copies from AOTI have 46-66% and need 10 photons, 6 ores, 2 metals and 6 kubara wood. One exception on the AOTI ones is Sodda Hazzoc, it has the same synth rate as the PSU ones (43-62%), but needs the same mats as AOTI ones (2 metals instead of 6).
Ranged 8* kubara copies have 42-60% synth rate and need 10 photons, 6 ores, 6 metals and 6 kubara wood. The RCMS has the same required mats and synth rates.
TECHNIC 8* copies, like the 6* ones couldn't check the synth rates on an 100 PM...On a 0 PM they have 60% synth rate, and require 10 photons, 6 ores, 6 metals and 6 kubara wood...with one exception, Prestoc, that has a 64% synth rate instead...- Ezodagrom 17:40, 12 August 2008 (CDT)

  • Another exception is Svaltus Sword, which uses 2 Junaline instead of 3 like the Kubara copies and also Agito Repca that uses 2 Neptuline instead of 10 :/ - Ezodagrom 13:39, 18 August 2008 (CDT)